gm
GMing
Your role is to describe the world, its contents, and the outcomes of actions. Remember to:
- Play to find out what happens
- Honour the dice
- Barf forth a messy world
- Draw maps, but leave blanks
GM Moves
When a player rolls a failure, or you need to know what happens next, use one of these GM moves:
Warn Them
- Show signs of trouble elsewhere
- Start a clock or tick a clock
Rob Them
- Steal, damage, or break something or someone
Injure Them
- Hurt them or a friend
- Damage or destroy their armor
- Impair a stat
- Kill them
Twist The Outcome
- Offer success at a cost
- Offer a partial success
- Give them what they think they want
Escalate
- Introduce new problems
- Make the situation worse
- Bleed them
Foes
Enemies & monsters should follow what makes sense in the fiction. Most foes have between 4 & 16 HP; some kind of armor; and any appropriate special properties, abilities, or moves. Treat packs or swarms of enemies, as one enemy with more HP.
gm.txt · Last modified: 2022/05/01 14:31 by Ashton McAllan